Gameplay

I skipped the introductory cut scene by mistake, which somewhat prompted me to pay more attention to the email narrative, which was difficult in its own right for the choice of font color and backlighting for the chat logs. The game started to ramp up difficulty and I recalled my time in the Gungeon, but it was sadly over by that point. I would have liked far more pressure that could have put my bombs and laser gun to use. This particular craving in tandem with the literal question mark on the ending enticed me to press play again, but it seems I may have encountered a bug of one completion per boot.

Game

The game is a postal point-and-click twin-stick, a formulaic foray into a Nerve game fundamental of enemy swarms. Mechanically, a "shooter" is either a beater or a spotter- depending on the perspective, in my opinion. On the level of instantiated analysis there is an argument for oscillation between both, since spotters will involve performing actions that allow visuals of a certain target, and beaters involve the actions taken with the target in sight. The point-of-view perspective for an FPS simply means that the player's field of view necessitates active peripheral awareness.

Gaming

Gungeon was a fair amount slower and as a result required more precise play as well as more insistence on the value of the dodging mechanic. The speed of Dad could have been balanced with instances of more swarms or at least more dense swarms, although this runs a risk of clashing with the tempo that the gun's energy prescribes.